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28 changed files with 545 additions and 348 deletions

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@ -14,5 +14,11 @@
"TypeEquipment": "Equipment",
"TypeCurrency": "Currency",
"TypeManeuver": "Maneuver"
},
"COMBAT": {
"TurnPrev": "Previous initiative",
"RoundPrev": "Previous segment",
"TurnNext": "Next initiative",
"RoundNext": "Next segment"
}
}

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@ -53,6 +53,8 @@ export class Hero6ActorSheet extends ActorSheet {
subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()),
encCapacity: this.actor.getEncumbranceCapacity(),
isHold: this.actor.getHoldAction(),
isAbort: this.actor.getAbortAction(),
description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
motivation: await TextEditor.enrichHTML(this.object.system.biodata.motivation, {async: true}),
quote: await TextEditor.enrichHTML(this.object.system.biodata.quote, {async: true}),
@ -66,6 +68,7 @@ export class Hero6ActorSheet extends ActorSheet {
notes5: await TextEditor.enrichHTML(this.object.system.biodata.notes5, {async: true}),
containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent,
totalValue: this.actor.totalValue,
options: this.options,
owner: this.document.isOwner,
editScore: this.options.editScore,
@ -152,6 +155,10 @@ export class Hero6ActorSheet extends ActorSheet {
const characKey = $(event.currentTarget).data("charac-key");
this.actor.rollCharac(characKey);
});
html.find('.roll-perception').click((event) => {
this.actor.rollPerception("int");
});
html.find('.roll-direct').click((event) => {
const rollFormula = $(event.currentTarget).data("roll-formula")
const rollSource = $(event.currentTarget).data("roll-source")
@ -179,7 +186,14 @@ export class Hero6ActorSheet extends ActorSheet {
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.hold-action').click((event) => {
this.actor.holdAction()
});
html.find('.abort-action').click((event) => {
this.actor.abortAction()
});
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
this.render(true);

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@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
import { Hero6LiftDice } from "./hero6-lift-dice.js";
/* -------------------------------------------- */
const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12]
const __speed2Segments = [ [0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
@ -60,10 +60,15 @@ export class Hero6Actor extends Actor {
}
/* -------------------------------------------- */
computeHitPoints() {
computeDerivatedData() {
if (this.type == "character") {
let newSTREND = this.computeSTREND()
if (newSTREND != this.system.characteristics.str.strend) {
this.update({ 'system.characteristics.str.strend': newSTREND })
}
}
}
computeDicesValue() {
this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
this.system.characteristics.str.strdice = Hero6LiftDice.getLiftDice(this.system.characteristics.str.value)
@ -75,7 +80,7 @@ export class Hero6Actor extends Actor {
if (this.type == 'character' || game.user.isGM) {
this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
this.computeHitPoints()
this.computeDerivatedData()
this.computeDicesValue()
}
@ -90,7 +95,10 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
getEncumbranceCapacity() {
return 1;
let numLift = this.system.characteristics.str.lift.match(/\d*\s/g)
if (numLift && numLift[0] && Number(numLift[0])) {
return numLift[0] / 2
}
}
/* -------------------------------------------- */
@ -147,18 +155,6 @@ export class Hero6Actor extends Actor {
return listItem
}
/* -------------------------------------------- */
getConditions() {
let comp = duplicate(this.items.filter(item => item.type == 'condition') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
Hero6Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getItemById(id) {
let item = this.items.find(item => item.id == id);
@ -324,46 +320,21 @@ export class Hero6Actor extends Actor {
}
/* ------------------------------------------- */
async buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
for (let equip1 of equipments) {
if (equip1.system.iscontainer) {
equip1.system.contents = []
equip1.system.contentsEnc = 0
for (let equip2 of equipments) {
if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) {
equip1.system.contents.push(equip2)
let q = equip2.system.quantity ?? 1
equip1.system.contentsEnc += q * equip2.system.weight
}
}
}
}
// Compute whole enc
buildContainerTree() {
let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []);
let enc = 0
for (let item of equipments) {
//item.data.idrDice = Hero6Utility.getDiceFromLevel(Number(item.data.idr))
if (item.system.equipped) {
if (item.system.iscontainer) {
enc += item.system.contentsEnc
} else if (item.system.containerid == "") {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
let value = 0
for (let equip1 of equipments) {
if (Number(equip1.system.weight) && Number(equip1.system.quantity)) {
enc += equip1.system.weight * equip1.system.quantity
}
if (Number(equip1.system.value) && Number(equip1.system.quantity)) {
value += equip1.system.value * equip1.system.quantity
}
}
for (let item of this.items) { // Process items/shields/armors
if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) {
let q = item.system.quantity ?? 1
enc += q * item.system.weight
}
}
// Store local values
this.encCurrent = enc
this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container
this.totalValue = value
}
/* -------------------------------------------- */
@ -392,7 +363,7 @@ export class Hero6Actor extends Actor {
} else {
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }])
}
} else if (object && object.system.containerid) { // remove from container
} else if (object?.system?.containerid) { // remove from container
console.log("Removeing: ", object)
await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]);
}
@ -409,28 +380,93 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
async equipGear(equipmentId) {
let item = this.items.find(item => item.id == equipmentId);
if (item && item.system) {
if (item?.system) {
let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
async cleanCombat() {
await this.setFlag("world", "hold-action", false)
await this.setFlag("world", "abort-action", { state: false, count: 0 } )
}
async holdAction() {
await this.disableAbortAction()
if (this.getFlag("world", "hold-action")) {
await this.setFlag("world", "hold-action", false)
//game.combat.holdAction(this.id, false)
game.combat.forceHold(this, false)
return false
} else {
await this.setFlag("world", "hold-action", true)
//game.combat.holdAction(this.id, false)
game.combat.forceHold(this, true)
return true
}
}
async disableHoldAction() {
await this.setFlag("world", "hold-action", false)
}
async disableAbortAction() {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
}
async abortAction() {
await this.disableHoldAction()
let abort = this.getFlag("world", "abort-action")
if (abort.state) {
await this.setFlag("world", "abort-action", { state: false, count: 0 })
game.combat.forceAbort(this, false)
//game.combat.abortAction(this.id, false)
} else {
await this.setFlag("world", "abort-action", { state: true, count: 0 })
game.combat.forceAbort(this, true)
//game.combat.abortAction(this.id, true)
}
}
async incAbortActionCount() {
let abort = this.getFlag("world", "abort-action")
if (abort.state) {
abort.count++
await this.setFlag("world", "abort-action", abort)
if (abort.count == 2) {
return true
}
}
return false
}
getHoldAction() {
return this.getFlag("world", "hold-action")
}
getAbortAction() {
let abort = this.getFlag("world", "abort-action")
return abort?.state || false
}
/* -------------------------------------------- */
hasPhase(segmentNumber) {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
let phases = __speed2Segments[index]
console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
return phases.includes(segmentNumber)
}
/* -------------------------------------------- */
getSegments() {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
console.log("INDEX", index, __speed2Segments[index])
return __speed2Segments[index]
}
getPhasesString() {
let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
return __speed2Segments[index].toString()
}
/* -------------------------------------------- */
getBaseInit() {
let r = new Roll("1d6").roll({ async: false })
let base = this.system.characteristics.dex.value + (r.total / 10)
return base
getBaseInit(turn) {
if ( turn != this.turn) {
let r = new Roll("1d6").roll({ async: false })
this.currentInit = this.system.characteristics.dex.initiative + (r.total / 10)
this.turn = turn
}
return this.currentInit
}
/* -------------------------------------------- */
@ -461,7 +497,7 @@ export class Hero6Actor extends Actor {
/* -------------------------------------------- */
prepareCharacValues(charac) {
charac.total = charac.value
charac.roll = 9 + Math.floor((charac.value) / 5)
charac.roll = 9 + Math.round((charac.value) / 5)
}
prepareCharac() {
let characs = duplicate(this.system.characteristics)
@ -472,6 +508,12 @@ export class Hero6Actor extends Actor {
ch.lift = Hero6LiftDice.getLift(ch.value)
ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
}
if (key == "spd") {
ch.phasesString = this.getPhasesString()
}
if (key =="pre") {
ch.presenceattack = duplicate(this.system.biodata.presenceattack)
}
}
return characs
}
@ -485,6 +527,22 @@ export class Hero6Actor extends Actor {
return skill;
}
/* -------------------------------------------- */
computeSTREND() {
let newSTREND = 0
switch (this.system.characteristics.str.strendmode) {
case "str20":
newSTREND = Math.floor(this.system.characteristics.str.value / 20)
break;
case "str10":
newSTREND = Math.floor(this.system.characteristics.str.value / 10)
break;
case "str5":
newSTREND = Math.floor(this.system.characteristics.str.value / 5)
break;
}
return newSTREND
}
/* -------------------------------------------- */
async deleteAllItemsByType(itemType) {
let items = this.items.filter(item => item.type == itemType);
@ -557,6 +615,18 @@ export class Hero6Actor extends Actor {
return rollData
}
/* -------------------------------------------- */
rollPerception() {
let rollData = this.getCommonRollData("int")
rollData.isPerception = true
rollData.charac.roll = Number(rollData.charac.perceptionroll)
rollData.mode = "perception"
if (rollData.target) {
ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
return
}
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollCharac(chKey) {
@ -585,17 +655,22 @@ export class Hero6Actor extends Actor {
let rollData = this.getCommonRollData()
rollData.mode = "damage"
rollData.item = duplicate(item)
rollData.title = item.name
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(item.system.damage)
let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
rollData.result = myRoll.total
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs`, rollData)
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-damage-result.hbs`, rollData)
let msg = await rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
rollData.roll = duplicate(rollData.roll) // Convert to object
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
}
@ -604,20 +679,24 @@ export class Hero6Actor extends Actor {
async rollLiftDice() {
let rollData = this.getCommonRollData()
rollData.mode = "lift-dice"
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax( Hero6LiftDice.getLiftDice(this.system.characteristics.str.value))
rollData.diceFormula = Hero6Utility.convertRollHeroSyntax(Hero6LiftDice.getLiftDice(this.system.characteristics.str.value))
let myRoll = new Roll(rollData.diceFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
rollData.result = myRoll.total
let msg = await Hero6Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData)
rollData.bodyValue = Hero6Utility.computeBodyValue(myRoll)
rollData.result = myRoll.total
rollData.roll = duplicate(myRoll)
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-lift-dice-result.hbs`, rollData)
let msg = await myRoll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
}
/* -------------------------------------------- */
rollSkill(skillId) {
let skill = this.items.get(skillId)

View File

@ -5,7 +5,7 @@ export class Hero6CombatTracker extends CombatTracker {
/* -------------------------------------------- */
static get defaultOptions() {
var path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
let path = "systems/fvtt-hero-system-6/templates/apps/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
@ -16,114 +16,200 @@ export class Hero6CombatTracker extends CombatTracker {
export class Hero6Combat extends Combat {
/* -------------------------------------------- */
static init() {
static ready() {
Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hero6Combat.pushMenuOptions(html, options); });
game.combat.settings.resource = "characteristics.spd.value";
}
/* -------------------------------------------- */
static pushMenuOptions(html, options) {
let newOpt
for (let i = 0; i < options.length; i++) {
let option = options[i];
if (option.name == 'COMBAT.CombatantReroll') { // Replace !
option.name = "Hold action";
option.name = "Hold/Unhold action";
option.condition = true;
option.icon = '<i class="far fa-question-circle"></i>';
option.callback = target => {
Hero6Combat.holdAction(target.data('combatant-id'));
let id = target.data('combatant-id')
let c = game.combat.combatants.get(id)
c.actor.holdAction()
}
newOpt = duplicate(option)
//newOpt = duplicate(option)
}
}
newOpt.name = "Abort action"
newOpt.callback = target => {
Hero6Combat.abortAction(target.data('combatant-id'));
}
options.push( newOpt)
//options.push(newOpt)
}
/* -------------------------------------------- */
static holdAction(combatantId) {
console.log("Combatant HOLD : ", combatantId)
const combatant = game.combat.combatants.get(combatantId)
combatant.setFlag("world", "hero6-hold-action", true)
combatant.update({name: combatant.name + " (H)"})
console.log("HOLD", combatant)
holdAction(combatantId) {
this.rebuildInitiative()
//console.log("Rebuilding.....")
}
/* -------------------------------------------- */
static abortAction(html, combatantId) {
console.log("Combatant ABORT : ", combatantId);
const combatant = game.combat.combatants.get(combatantId);
combatant.setFlag("world", "hero6-abort-action", true)
combatant.update({name: combatant.name + " (A)"})
console.log("ABORT", combatant)
abortAction(actorId, abortState) {
this.rebuildInitiative()
}
/* -------------------------------------------- */
constructor(data, context) {
super(data, context);
this.turnNumber = 1;
this.turnNumber = 0;
this.segmentNumber = 12;
}
/* -------------------------------------------- */
async computeInitiative(c) {
let id = c._id || c.id
if (c.actor.hasPhase(this.segmentNumber)) {
let baseInit = c.actor ? c.actor.getBaseInit() : - 1;
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: baseInit }]);
} else {
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: -1, visible: false, active: false }]);
async startCombat() {
game.combat.settings.resource = "characteristics.spd.value";
let updList = []
for (let c of this.combatants) {
this.computeInitiative(c, updList)
await c.actor.cleanCombat()
}
console.log("Combatant", c)
if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
}
super.startCombat();
}
/* -------------------------------------------- */
forceHold(actor, isHold) {
let updList = []
let c = this.combatants.find(c => c.actor._id == actor.id)
let name = actor.name + ((isHold) ? " (H)" : "")
updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
this.updateEmbeddedDocuments("Combatant", updList)
}
/* -------------------------------------------- */
forceAbort(actor, isAbort) {
let updList = []
let c = this.combatants.find(c => c.actor._id == actor.id)
let name = actor.name + ((isAbort) ? " (A)" : "")
updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
this.updateEmbeddedDocuments("Combatant", updList)
}
/* -------------------------------------------- */
computeInitiative(c, updList) {
let id = c._id || c.id
let hasSegment = c.actor.hasPhase(this.segmentNumber)
let isOnHold = c.actor.getHoldAction()
let isOnAbort = c.actor.getAbortAction()
let name = c.actor.name
if (hasSegment || isOnHold || isOnAbort) {
let baseInit = c.actor ? c.actor.getBaseInit(this.segmentNumber) : 0;
if (isOnHold) {
if (hasSegment) { // On hold + current segment -> auto-disable on hold
c.actor.disableHoldAction()
} else {
name = c.actor.name + " (H)"
}
}
if (isOnAbort) {
name = c.actor.name + " (A)"
if ( c.actor.incAbortActionCount() ) {
c.actor.disableAbortAction()
}
}
updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
} else {
updList.push({ _id: id, name: name, initiative: 0, holdAction: c.holdAction })
}
}
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
ids = typeof ids === "string" ? [ids] : ids;
let updList = []
for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId])
await this.computeInitiative(c)
this.computeInitiative(c, updList)
}
if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
}
return this;
}
/* -------------------------------------------- */
nextRound() {
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
if (this.settings.skipDefeated && (turn !== null)) {
turn = this.turns.findIndex(t => !t.isDefeated);
if (turn === -1) {
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turn = 0;
async rebuildInitiative() {
let updList = []
for (let c of this.combatants) {
this.computeInitiative(c, updList)
}
if (updList.length > 0) {
await this.updateEmbeddedDocuments("Combatant", updList);
//console.log("Rebuild INIT", updList)
for (let c of updList) {
if (c.initiative != 0) {
return true
}
}
}
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
let nextRound = this.round + 1;
return false
}
/* -------------------------------------------- */
nextTurn() {
let nbC = this.combatants.filter(c => c.initiative > 0).length
//console.log("Next turn called....", this.turn, nbC)
if (this.turn < nbC-1) {
super.nextTurn()
} else {
this.nextRound()
}
}
/* -------------------------------------------- */
async nextRound() {
let hasCombatants = false
let nextRound = this.round
let advanceTime = 0
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
let turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 1, segmentNumber: 12 }
this.setFlag("world", "hero6-turn-data", turnData)
}
turnData = duplicate(turnData)
turnData.segmentNumber -= 1
if (turnData.segmentNumber <= 0) {
turnData.segmentNumber = 12
turnData.turnNumber++
}
this.setFlag("world", "hero6-turn-data", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
// Re-compute init of actors
for (let c of this.combatants) {
this.computeInitiative(c)
//console.log("Next round called....", nextRound, turnData)
while (!hasCombatants) {
if (this.settings.skipDefeated && (turn !== null)) {
turn = this.turns.findIndex(t => !t.isDefeated);
if (turn === -1) {
ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
turn = 0;
}
}
advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
nextRound = nextRound + 1;
//console.log("Next round called....2", nextRound, turnData)
turnData = this.getFlag("world", "hero6-turn-data")
if (!turnData) {
turnData = { turnNumber: 0, segmentNumber: 12 }
this.setFlag("world", "hero6-turn-data", turnData)
}
turnData = duplicate(turnData)
turnData.segmentNumber += 1
if (turnData.segmentNumber > 12) {
turnData.segmentNumber = 1
turnData.turnNumber++
}
await this.setFlag("world", "hero6-turn-data", turnData)
this.turnNumber = turnData.turnNumber;
this.segmentNumber = turnData.segmentNumber;
//console.log("Next round called....3", nextRound, turnData)
// Re-compute init of actors
hasCombatants = await this.rebuildInitiative()
//console.log("Going round....", nextRound, hasCombatants)
}
// Update the document, passing data through a hook first
const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
const updateData = { round: nextRound, turn: turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
const updateOptions = { advanceTime, direction: 1 };
Hooks.callAll("combatRound", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
@ -132,13 +218,14 @@ export class Hero6Combat extends Combat {
/* -------------------------------------------- */
async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
console.log(">>>>", documents)
super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
//console.log("Added...")
await super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
await this.rebuildInitiative()
}
/* -------------------------------------------- */
/* --------------------------------------------
_onUpdate(changed, options, userId) {
}
}*/
/* -------------------------------------------- */
static async checkTurnPosition() {

View File

@ -123,9 +123,17 @@ export class Hero6Commands {
let formula = params.join(' ')
if (formula) {
let foundryFormula = Hero6Utility.convertRollHeroSyntax(formula)
let myRoll = new Roll(foundryFormula).roll({ async: false })
await Hero6Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
myRoll.toMessage()
let bodyValue = Hero6Utility.computeBodyValue(myRoll)
let msgFlavor = await renderTemplate('systems/fvtt-hero-system-6/templates/chat/chat-hr-roll.hbs', {myRoll, bodyValue} )
let msg = await myRoll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
return true
}
return false

View File

@ -43,8 +43,8 @@ Hooks.once("init", async function () {
formula: "1d6",
decimals: 3
};
/* -------------------------------------------- */
/* ------------------------------- ------------- */
game.socket.on("system.fvtt-hero-system-6", data => {
Hero6Utility.onSocketMesssage(data)
});
@ -75,7 +75,7 @@ function welcomeMessage() {
user: game.user.id,
whisper: [game.user.id],
content: `<div id="welcome-message-dark-stars"><span class="rdd-roll-part">
<strong>Welcome to the Hero6 RPG.</strong>
<strong>Welcome to Hero System 6E RPG.</strong>
` });
}
@ -96,6 +96,8 @@ Hooks.once("ready", function () {
welcomeMessage();
Hero6Utility.ready()
Hero6Commands.ready()
Hero6Combat.ready()
})
/* -------------------------------------------- */

View File

@ -53,7 +53,7 @@ export class Hero6RollDialog extends Dialog {
activateListeners(html) {
super.activateListeners(html);
var dialog = this;
let dialog = this;
function onLoad() {
}
$(function () { onLoad(); });

View File

@ -41,7 +41,7 @@ export class Hero6Utility {
return list.length > 0;
})
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
return Number(a) * Number(b);
})
Handlebars.registerHelper('locationLabel', function (key) {
return __locationNames[key]
@ -52,6 +52,11 @@ export class Hero6Utility {
}
return false
})
Handlebars.registerHelper('checkInit', function (value) {
let myValue = Number(value) || 0
return myValue > 0
})
this.gameSettings()
@ -367,32 +372,43 @@ export class Hero6Utility {
rollData.result = roll.total
rollData.bodyValue = this.computeBodyValue(rollData.roll)
this.outputRollMessage(rollData)
this.outputRollMessage(rollData).catch(function() { ui.notifications.warn("Error during message output.") })
}
/* -------------- ----------------------------- */
static async outputRollMessage(rollData) {
let msg = await this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
let msgFlavor = await renderTemplate(`systems/fvtt-hero-system-6/templates/chat/chat-generic-result.hbs`, rollData)
let msg = await rollData.roll.toMessage({
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
flavor: msgFlavor
})
rollData.roll = duplicate(rollData.roll) // Convert to object
msg.setFlag("world", "rolldata", rollData)
console.log("Rolldata result", rollData)
}
/* -------------- ----------------------------- */
static convertRollHeroSyntax( hero6Formula) {
static convertRollHeroSyntax(hero6Formula) {
// Ensure we have no space at all
//hero6Formula = hero6Formula.replace(/\s/g, '')
let hasHalfDice = ""
if (hero6Formula.match("1/2d6")) {
hero6Formula = hero6Formula.replace("1/2d6", "d6")
hasHalfDice = "+round(1d6)"
let newFormula = hero6Formula
let form1 = hero6Formula.match(/\s*(\d*)\s*1\/2d6/)
if ( form1 ) {
let nbDice = form1[1] || 0
newFormula = nbDice+"d6+round(1d6/2)"
}
let foundryFormula = hero6Formula + hasHalfDice
foundryFormula = foundryFormula.replace(' ', '')
console.log("Parsed formula : ", hero6Formula, foundryFormula)
return foundryFormula
let form3 = hero6Formula.match(/\s*(\d*)\.5d6/)
if ( form3 ) {
let nbDice = form3[1] || 0
newFormula = nbDice+"d6+round(1d6/2)"
}
console.log("Parsed formula : ", hero6Formula, newFormula)
return newFormula
}
/* -------------- ----------------------------- */
@ -433,7 +449,7 @@ export class Hero6Utility {
static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content;
chatGM.content = "Blind message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM);
game.socket.emit("system.fvtt-hero-system-6", { msg: "msg_gm_chat_message", data: chatGM });
}

View File

@ -39,9 +39,9 @@
{"name":"Concealment","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Concealment","description":"Concealment represents a characters ability to hide things and to find things which others have hidden — important papers, weapons, jewels, arti- facts, drugs, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"YfLechAkLdcHGPCm"}
{"name":"Security Systems","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Security Systems","description":"A character with Security Systems can locate, recognize, evade, and build various types of alarms and traps. This usually requires the proper equipment, and often a lot of time (one Turn or longer) as well.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505024,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"bBoNhL0myNTylcHm"}
{"name":"Transport Familiarity","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Transport Familiarity","description":"This Background Skill allows characters to drive or pilot specific types of vehicles, or ride a living mount, under routine conditions (combat or crisis conditions require other Skills listed above).\nEach Transport Familiarity (TF) costs 2 Character Points. The character must select one of the following groups of vehicles:\n\nRiding Animals (horses, camels, elephants, and so on)\nGround Vehicles (cars, trucks, trains, motorcycles, sleds, snowmobiles)\nWater Vehicles (rowed boats, sailed boats, motorized boats)\nAir Vehicles (airplanes, helicopters) Space Vehicles (spaceships, starships) Mecha\nCharacters can purchase a TF with a single specific type of vehicle for 1 Character Point. This includes not only individual vehicles (Ford Mus- tangs, Los Angeles-class submarines) but recreational “vehicles” (such as SCUBA, Parachuting, Snow Skiing, or the like).","notes":"","effects":"","cost":"","activecost":"","basecost":"","value":"","modifiers":"","skilltype":"Background","characteristic":"","base":"","levelscost":"","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505028,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"bstMbLdHkP16NpyE"}
{"name":"Charm","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Charm","description":"Charm is the ability to gain others trust (and perhaps even friendship) by offering companionship or favors. This Skill is normally only for use on NPCs; a player should have more control over his characters actions. The GM may rule that Charm can be used on a PC when it fits his Complications or personality.","notes":"","effects":"","cost":null,"activecost":null,"basecost":3,"value":"","modifiers":"","skilltype":"interaction","characteristic":"PRE","base":"","levelscost":2,"levels":null,"skilllevelonly":0,"skillfamiliarity":0,"skilleveryman":false,"skillprofiency":0,"plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.39","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1686003305741,"lastModifiedBy":"psfGTCIZQgpI1hvV"},"ownership":{"default":0,"psfGTCIZQgpI1hvV":3},"folder":null,"sort":0,"_id":"ddpdwDnfixUNP0eF"}
{"name":"Streetwise","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Streetwise","description":"Streetwise gives a character knowledge of the seamy side of civilization. He knows how to find the black market, talk to thugs and criminals, gain information, deal with organized (and not so organized) crime figures, and so on.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505023,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gIYMsOzBOnRNRCLv"}
{"name":"Tracking","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Tracking","description":"Characters with Tracking can follow a trail by observing tracks, marks, broken twigs and so forth, and also know how to hide tracks.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505027,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"gpzcF5naO9H3vNzi"}
{"name":"Charm","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Charm","description":"Charm is the ability to gain others trust (and perhaps even friendship) by offering companionship or favors. This Skill is normally only for use on NPCs; a player should have more control over his characters actions. The GM may rule that Charm can be used on a PC when it fits his Complications or personality.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"hZxL8I4mNlTsA9xQ"}
{"name":"Systems Operation","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Systems Operation","description":"Characters with Systems Operation know how to operate sensing and communication devices properly. It does not cover navigational equipment (thats Navigation) or encoding transmissions (thats Cryptography).","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"j7rkLue81LaHIzz7"}
{"name":"Ventriloquism","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"Ventriloquism","description":"A character with Ventriloquism can make his voice sound as if its coming from somewhere other than himself, and can speak without apparently moving his lips. Ventriloquism is detected with a PER Roll in a Skill Versus Skill Contest. A Ventriloquism roll takes a -1 for every 2m of distance between the ventriloquist and the point where the voice “speaks.”","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Intellect","characteristic":"INT","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505026,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"jFd7i04Eu1FLCEpJ"}
{"name":"High Society","type":"skill","img":"systems/fvtt-hero-system-6/images/icons/HeroIcon-Skills.webp","system":{"displayname":"High Society","description":"Characters with High Society know about upper-class culture and how to interact with it: what clothes to wear, which fork to use for shrimp, whos who, the gossip and “court politics” applicable to the situation, and so forth.","notes":"","effects":"","cost":"","activecost":"","basecost":"3","value":"","modifiers":"","skilltype":"Interaction","characteristic":"PRE","base":"","levelscost":"2","levels":"","plusonecost":0,"skillroll":""},"effects":[],"flags":{"core":{"sourceId":"Item.KBoef00TNP73lDg0"}},"_stats":{"systemId":"fvtt-hero-system-6","systemVersion":"10.0.4","coreVersion":"10.291","createdTime":1671911635138,"modifiedTime":1674948505025,"lastModifiedBy":"PNdow54uXjPLt2Zr"},"folder":null,"sort":0,"ownership":{"default":0,"PNdow54uXjPLt2Zr":3},"_id":"m40buQ4y7AzWbrA9"}

View File

@ -1258,6 +1258,9 @@ Focus FOC: #ff0084
background: black;
color: white;
}
.item-packed {
flex-grow:0;
}
.items-title-text {
margin-left: 4px;
}
@ -1309,6 +1312,11 @@ Focus FOC: #ff0084
max-width: 9rem;
min-width: 9rem;
}
.item-field-label-very-short {
flex-grow:1;
max-width: 2.5rem;
min-width: 2.5rem;
}
.item-field-label-short {
flex-grow:1;
max-width: 4rem;

View File

@ -1,60 +0,0 @@
{{!-- Carac Tab --}}
<div class="tab items" data-group="primary" data-tab="statistics">
<div class="grid grid-2col">
<div class="">
<div class="flexrow">
<span class="generic-label packed-left"><a class="generic-pool-roll"><button class="chat-card-button">Dice Pool</button></a></span>
</div>
</div>
<div class="">
<ul>
<li class="item flexrow list-item" data-key="momentum">
<span class="stat-label flexrow" name="momentum"> <h4>{{data.momentum.label}}</h4> </span>
<input type="text" class="padd-right" name="data.momentum.value" value="{{data.momentum.value}}" data-dtype="Number"/>
<input type="text" class="padd-right" name="data.momentum.max" value="{{data.momentum.max}}" data-dtype="Number"/>
</li>
</ul>
</div>
</div>
</div>
<ul>
<li class="item flexrow list-item" data-key="mr">
<span class="stat-label flexrow" name="mr">
<a class="roll-mr" data-stat-key="{{mr}}"><h4>{{data.mr.label}}</h4></a>
</span>
<select class="carac-base flexrow" type="text" name="data.mr.value" value="{{data.mr.value}}"
data-dtype="Number" >
{{#select data.mr.value}}
{{{@root.optionsDiceList}}}
{{/select}}
</select>
<input type="text" class="padd-right input-numeric-short" name="data.mr.mod" value="{{data.mr.mod}}" data-dtype="Number"/>
</li>
</ul>
<li class="item flexrow list-item" data-attr-key="{{key}}">
{{#each data.secondary as |stat2 key|}}
{{#if stat2.iscombat}}
<span class="stat-label" name="{{key}}">
<h4>{{stat2.label}} : </h4>
</span>
<span class="small-label padd-right packed-left">Cur</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.secondary.{{key}}.value" value="{{stat2.value}}" data-dtype="Number"/>
<span class="small-label padd-right packed-left">&nbsp;Max</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.secondary.{{key}}.max" value="{{stat2.max}}" data-dtype="Number"/>
{{/if}}
{{/each}}
</li>
<li class="item flexrow list-item" data-key="momentum">
<span class="stat-label flexrow" name="momentum"><h4>{{data.momentum.label}}:</h4></span>
<span class="small-label padd-right packed-left">Cur</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.momentum.value" value="{{data.momentum.value}}" data-dtype="Number"/>
<span class="small-label padd-right packed-left">&nbsp;Max</span><input type="text" class="padd-right update-field input-numeric-short" data-field-name="data.momentum.max" value="{{data.momentum.max}}" data-dtype="Number"/>
</li>

View File

@ -91,16 +91,15 @@
"styles": [
"styles/simple.css"
],
"version": "10.0.37",
"version": "10.0.50",
"compatibility": {
"minimum": "10",
"verified": "10",
"maximum": "10"
"verified": "11"
},
"title": "Hero System v6 for FoundrtVTT (Official)",
"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.37.zip",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.50.zip",
"url": "https://www.uberwald.me/gitea/uberwald/",
"background": "images/ui/hro6_welcome_page.webp",
"background": "images/ui/hero6_welcome_page.webp",
"id": "fvtt-hero-system-6"
}

View File

@ -43,9 +43,10 @@
"value": 10,
"base": 10,
"category": "main",
"strdice": "",
"strdice": "1d6",
"lift": "",
"strend": 0,
"strendmode": "str10",
"hasroll": true,
"realcost": 0,
"activecost": 0
@ -55,6 +56,7 @@
"value": 10,
"base": 10,
"hasroll": true,
"initiative": 10,
"category": "main"
},
"con": {
@ -331,7 +333,7 @@
"senseaffecting": false,
"modifiers": [],
"levels": 0,
"quantity": 0,
"quantity": 1,
"range": "",
"damage": "",
"endurance": 0,
@ -350,8 +352,8 @@
],
"maneuvertype": "general",
"pha": "",
"ocv": 0,
"dcv" : 0,
"ocv": "",
"dcv" : "",
"isstock": false,
"active": false
},

View File

@ -125,15 +125,13 @@
<label class="item-field-label-medium">STR Dice</label>
<a class="roll-lift-dice"><i class="fas fa-dice"></i>{{characteristics.str.strdice}}</a>
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-medium">Lift</label>
<input type="text" class="item-field-label-short update-field" disabled data-field-name="system.characteristics.str.lift" value="{{characteristics.str.lift}}" data-dtype="String" />
<label class="item-field-label-short">&nbsp;</label>
<label class="item-field-label-medium">STR END</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.str.strend" value="{{characteristics.str.strend}}" data-dtype="Number" />
</li>
<li class="flexrow item">
<label class="item-field-label-long">Presence attack</label>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}</a>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.str.strend" disabled value="{{characteristics.str.strend}}" data-dtype="Number" />
</li>
</ul>
@ -141,18 +139,18 @@
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-field-label-long-img">
<label class="">{{upperFirst key}} Standard Maneuver</label>
<label class="">{{upperFirst key}} Maneuver</label>
</span>
<span class="item-field-label-short">
<span class="item-field-label-very-short">
<label class="short-label">PHA</label>
</span>
<span class="item-field-label-short">
<span class="item-field-label-very-short">
<label class="short-label">OCV</label>
</span>
<span class="item-field-label-short">
<label class="short-label">DCV</label>
</span>
<span class="item-field-label-medium">
<span class="item-field-label-long">
<label class="short-label">Effects</label>
</span>
</li>
@ -162,12 +160,13 @@
src="{{maneuver.img}}" /></a>
<span class="item-field-label-long">{{maneuver.name}}</span>
<span class="item-field-label-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-very-short">{{maneuver.system.pha}}</span>
<span class="item-field-label-very-short">{{maneuver.system.ocv}}</span>
<span class="item-field-label-short">{{maneuver.system.dcv}}</span>
<span class="item-field-label-medium">{{maneuver.system.effects}}</span>
<span class="item-field-label-long">{{maneuver.system.effects}}</span>
<span class="item-field-label-short">&nbsp;</span>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
@ -179,9 +178,22 @@
<div>
<ul class="item-list alternate-list">
<li class="flexrow item">
<label class="item-field-label-medium">SPD</label>
<li class="flexrow item item-packed">
<label class="">Initiative</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.dex.initiative" value="{{characteristics.dex.initiative}}" data-dtype="Number" />
<label class="items-title-text">SPD</label>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.spd.value" value="{{characteristics.spd.value}}" data-dtype="Number" />
<button class="chat-card-button item-field-label-medium hold-action">{{#if isHold}}Unhold{{else}}Hold{{/if}}</button>
<button class="chat-card-button item-field-label-medium abort-action">{{#if isAbort}}Unabort{{else}}Abort{{/if}}</button>
<label class="items-title-text">Presence attack</label>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}">
<i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}
</a>
</li>
</ul>
@ -220,10 +232,10 @@
<label class="">Defenses</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Val</label>
<label class="short-label">Normal</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Res</label>
<label class="short-label">Resistant</label>
</span>
</li>
{{#each characteristics as |char key|}}
@ -286,7 +298,9 @@
</span>
</li>
<li class="item flexrow list-item list-item-shadow" data-charac-key="{{key}}">
<span class="item-field-label-long">Perception Roll</span>
<span class="item-field-label-long">
<a class="roll-perception"><i class="fas fa-dice"></i>Perception Roll</a>
</span>
<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.int.perceptionroll" value="{{characteristics.int.perceptionroll}}" data-dtype="Number" />
</li>
</ul>
@ -514,11 +528,11 @@
<span class="item-field-label-short">
<label class="item-field-label-short">Cost</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Name</label>
<span class="item-field-label-long3">
<label class="item-field-label-long3">Name</label>
</span>
<span class="item-field-label-long4">
<label class="item-field-label-long4">Display</label>
<span class="item-field-label-long2">
<label class="item-field-label-long2">Display</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">Effect</label>
@ -535,8 +549,8 @@
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{power.img}}" /></a>
<span class="item-field-label-short">{{power.system.cost}}</span>
<span class="item-field-label-medium">{{power.name}}</span>
<span class="item-field-label-long4">{{power.system.displayname}}</span>
<span class="item-field-label-long3">{{power.name}}</span>
<span class="item-field-label-long2">{{power.system.displayname}}</span>
<span class="item-field-label-medium"><a class="roll-damage" data-type="power"><i class="fas fa-dice"></i>{{power.system.damage}}</a></span>
{{#if power.system.hasroll}}
<span class="item-field-label-short"><a class="roll-item" data-type="power"><i class="fas fa-dice"></i>{{power.system.roll}}-</a></span>
@ -591,6 +605,7 @@
<h3>Encumbrance</h3>
<span class="small-label">Current : {{encCurrent}}</span>
<span class="small-label">Capacity : {{encCapacity}}</span>
<span class="small-label">Total value : {{totalValue}}</span>
</div>
{{> systems/fvtt-hero-system-6/templates/partials/partial-actor-equipment-section.hbs title="Weapons" items=weapons}}
@ -651,31 +666,31 @@
{{!-- Notes Tab --}}
<div class="tab notes" data-group="primary" data-tab="notes">
<h3>Notes 1 : </h3>
<div class="form-group editor">
<div class="medium-editor ">
{{editor notes1 target="system.biodata.notes1" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 2 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes2 target="system.biodata.notes2" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 3 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes3 target="system.biodata.notes3" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 4 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes4 target="system.biodata.notes4" button=true owner=owner
editable=editable}}
</div>
<hr>
<h3>Notes 5 : </h3>
<div class="form-group editor">
<div class="small-editor">
{{editor notes5 target="system.biodata.notes5" button=true owner=owner
editable=editable}}
</div>

View File

@ -60,11 +60,11 @@
<ol id="combat-tracker" class="directory-list">
{{#each turns}}
{{#if (ne this.initiative "-1")}}
{{#if (checkInit this.initiative)}}
<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
<div class="token-name flexcol">
<h4>{{this.name}} {{log this}} {{#if this.holdAction}}(H){{/if}}</h4>
<h4>{{this.name}} </h4>
<div class="combatant-controls flexrow">
{{#if ../user.isGM}}
<a class="combatant-control {{#if this.hidden}}active{{/if}}" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">

View File

@ -9,10 +9,10 @@
<div class="flexcol">
{{#if charac}}
<div class="flexrow">
<span class="item-field-label-long margin-item-list">Characteristic : </span>
<span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span>
</div>
<div class="flexrow">
<span class="item-field-label-long margin-item-list">{{#if isPerception}}Perception{{else}}Characteristic{{/if}} : </span>
<span class="item-field-label-medium margin-item-list">{{charac.roll}}-</span>
</div>
{{/if}}
{{#if item}}

View File

@ -18,10 +18,9 @@
<div>
<ul>
<li>Name : {{title}}</li>
<li>Damage formula : {{diceFormula}}</li>
<li><strong>Result : {{result}}</strong></li>
<li><strong>TOTAL : {{result}}</strong></li>
<li><strong>BODY : {{bodyValue}}</strong></li>
</ul>

View File

@ -40,7 +40,7 @@
</li>
{{/if}}
<li><strong>Result : {{result}}</strong>
<li><strong>TOTAL : {{result}}</strong>
{{#if (exists margin)}}
({{#if isSuccess}}Success!!{{else}}Failure!{{/if}})
{{/if}}

View File

@ -0,0 +1,3 @@
<div>
BODY : {{bodyValue}}
</div>

View File

@ -19,8 +19,9 @@
<div>
<ul>
<li>Lift dice formula : {{diceFormula}}</li>
<li>BODY : {{bodyValue}}</li>
<li><strong>Result : {{result}}</strong></li>
<li><strong>TOTAL : {{result}}</strong></li>
</ul>
</div>

View File

@ -1,46 +0,0 @@
<div class="chat-message-header">
{{#if actorImg}}
<img class="actor-icon" src="{{actorImg}}" alt="{{alias}}" />
{{/if}}
<h4 class=chat-actor-name>{{alias}}</h4>
</div>
<hr>
{{#if img}}
<div>
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>
<div>
{{#if isRangedAttack}}
<div>{{defender.name}} is under Ranged attack. He must roll a Target Roll to defend himself.</div>
{{else}}
<div>{{defender.name}} is under Melee attack. He must roll a Defense Roll to defend himself.</div>
{{/if}}
<ul>
{{#if isRangedAttack}}
<li>
<button class="chat-card-button roll-defense-ranged" data-roll-id="{{@root.rollId}}">Roll Target !</button>
</li>
{{else}}
<li>
{{#each defenderWeapons as |weapon idx|}}
<button class="chat-card-button roll-defense-melee" data-defense-weapon-id="{{weapon._id}}"
data-roll-id="{{@root.rollId}}">{{weapon.name}}</button>
{{/each}}
</li>
{{/if}}
</ul>
<!-- <button class="chat-card-button reroll-level-remaining" data-roll-id="{{rollId}}">Reroll</button> -->
</ul>
</div>
</div>

View File

@ -1,9 +1,9 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
</div>
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}" />
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name" /></h1>
</div>
</header>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-nav.hbs}}
@ -16,33 +16,54 @@
<div class="tab details" data-group="primary" data-tab="details">
<ul>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs}}
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}" data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="item-field-label-long">Equipped ?</label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked system.equipped}}/></label>
<label class="item-field-label-medium"><input type="checkbox" name="system.equipped" {{checked
system.equipped}} /></label>
</li>
<li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="item-field-label-short" name="system.quantity" value="{{system.quantity}}"
data-dtype="Number" />
</li>
<li class="flexrow">
<label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value"
value="{{system.value}}" data-dtype="Number" />
&nbsp;
<label class="item-field-label-long">Total Value</label>
<label class="item-field-label-long">{{mul system.value system.quantity}}</label>
</li>
<li class="flexrow"><label class="item-field-label-long">Weight</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight" value="{{system.weight}}" data-dtype="Number"/>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.weight"
value="{{system.weight}}" data-dtype="Number" />
&nbsp;
<label class="item-field-label-long">Total Weight</label>
<label class="item-field-label-long">{{mul system.weight system.quantity}}</label>
</li>
<li class="flexrow"><label class="item-field-label-long">Value</label>
<input type="text" class="item-field-label-medium input-numeric-short padd-right" name="system.value" value="{{system.value}}" data-dtype="Number"/>
{{> systems/fvtt-hero-system-6/templates/partials/partial-power-equipment-cost.hbs quantityDone=1}}
<li class="flexrow"><label class="item-field-label-long">Subtype</label>
<select class="item-field-label-long" type="text" name="system.subtype" value="{{system.subtype}}"
data-dtype="String">
{{#select system.subtype}}
{{#each config.equipmentSubType as |name key|}}
<option value="{{key}}">{{name}}</option>
{{/each}}
{{/select}}
</select>
</li>
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-hasroll.hbs}}
{{> systems/fvtt-hero-system-6/templates/partials/partial-item-cost.hbs}}
</ul>
</div>
</section>
</form>
</form>

View File

@ -38,11 +38,11 @@
</li>
<li class="flexrow"><label class="item-field-label-medium">OCV</label>
<input type="text" class="item-field-label-medium" name="system.ocv" value="{{system.ocv}}" data-dtype="Number"/>
<input type="text" class="item-field-label-medium" name="system.ocv" value="{{system.ocv}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-medium">DCV</label>
<input type="text" class="item-field-label-medium" name="system.dcv" value="{{system.dcv}}" data-dtype="Number"/>
<input type="text" class="item-field-label-medium" name="system.dcv" value="{{system.dcv}}" data-dtype="String"/>
</li>
<li class="flexrow"><label class="item-field-label-medium">Effects</label>

View File

@ -3,10 +3,13 @@
<span class="item-name-img">
<label class="">&nbsp;</label>
</span>
<span class="item-field-label-long-img">
<label class="">{{title}}</label>
<span class="item-field-label-short">
<label class="item-field-label-short">Qty</label>
</span>
<span class="item-field-label-long4">
<span class="item-field-label-long3">
<label class="item-field-label-long3">{{title}}</label>
</span>
<span class="item-field-label-long">
<label class="item-field-label-long4">Display</label>
</span>
<span class="item-field-label-short">
@ -15,9 +18,16 @@
<span class="item-field-label-short">
<label class="item-field-label-short">Roll</label>
</span>
<span class="item-field-label-medium">
<label class="item-field-label-medium">END</label>
<span class="item-field-label-short">
<label class="item-field-label-short">END</label>
</span>
<span class="item-field-label-short">
<label class="item-field-label-short">Value</label>
</span>
<span class="item-field-label-short">
<label class="item-field-label-short">Weight</label>
</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="equipment" title="Create Item"><i class="fas fa-plus"></i></a>
</div>

View File

@ -1,8 +1,11 @@
<li class="item flexrow list-item list-item-shadow" data-item-id="{{equip._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img" src="{{equip.img}}" /></a>
<span class="item-name-label">{{equip.name}}</span>
<span class="item-field-label-long4"><label>{{equip.system.displayname}}
<span class="item-field-label-short"><label>{{equip.system.quantity}}</label> </span>
<span class="item-field-label-long3">{{equip.name}}</span>
<span class="item-field-label-long"><label>{{equip.system.displayname}}
</label>
</span>
@ -16,9 +19,11 @@
<span class="item-field-label-short">&nbsp;</span>
{{/if}}
<span class="item-field-label-medium"><label>{{equip.system.endurance}}
</label>
</span>
<span class="item-field-label-short"><label>{{equip.system.endurance}}</label> </span>
<span class="item-field-label-short"><label>{{mul equip.system.quantity equip.system.value}}</label> </span>
<span class="item-field-label-short"><label>{{mul equip.system.quantity equip.system.weight}}</label> </span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">

View File

@ -1,26 +1,51 @@
<li class="item stat flexrow list-item list-item-shadow" data-attr-key="{{key}}">
<input type="text" class="item-field-label-medium" name="system.characteristics.{{key}}.value" value="{{charac.value}}" data-dtype="Number"/>
<input type="text" class="item-field-label-medium" name="system.characteristics.{{key}}.value"
value="{{charac.value}}" data-dtype="Number" />
<span class="item-field-label-medium" name="{{key}}">
<h4 class="item-field-label-medium margin-item-list">{{charac.label}}</a></h4>
</span>
<h4 class="item-field-label-short margin-item-list">{{charac.base}}</h4>
{{#if charac.hasroll}}
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}"><i class="fas fa-dice"></i>{{charac.roll}}-</a></h4>
<h4 class="item-field-label-short margin-item-list"><a class="roll-charac" data-charac-key="{{key}}"><i
class="fas fa-dice"></i>{{charac.roll}}-</a></h4>
{{else}}
<h4 class="item-field-label-short margin-item-list">&nbsp;</h4>
{{/if}}
<input type="text" class="item-field-label-long2" name="system.characteristics.{{key}}.notes" value="{{charac.notes}}" data-dtype="String"/>
<input type="text" class="item-field-label-long2" name="system.characteristics.{{key}}.notes" value="{{charac.notes}}"
data-dtype="String" />
{{#if charac.lift}}
<h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4>
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4>
<h4 class="item-field-label-medium margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i
class="fas fa-dice"></i>{{charac.liftDice}}</a></h4>
<select class="actor-computer-str-end" name="system.characteristics.str.strendmode"
value="{{charac.strendmode}}">
{{#select charac.strendmode}}
<option value="str20">STR/20 (half normal)</option>
<option value="str10">STR/10 (normal, half heroic)</option>
<option value="str5">STR/5 (heroic)</option>
<option value="0">0</option>
{{/select}}
</select>
{{/if}}
{{#if charac.phasesString}}
<h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4>
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4>
<h4 class="item-field-label-short margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i class="fas fa-dice"></i>{{charac.liftDice}}</a></h4>
<h4 class="item-field-label-long2 margin-item-list">Phases : {{charac.phasesString}}</h4>
{{/if}}
{{#if charac.presenceattack}}
<h4 class="item-field-label-short margin-item-list">&nbsp;&nbsp;</h4>
<h4 class="item-field-label-long margin-item-list">Presence attack</h4>
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{charac.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{charac.presenceattack.displayFormula}}</a>
{{/if}}
</li>

View File

@ -6,7 +6,7 @@
<div>
<label class="generic-label">Notes</label>
<div class="medium-editor item-text-long-line">
<div class="small-editor item-text-long-line">
{{editor notes target="system.notes" button=true owner=owner editable=editable}}
</div>
</div>

View File

@ -31,6 +31,9 @@
<li class="flexrow"><label class="item-field-label-long">Endurance</label>
<input type="text" class="item-field-label-short" name="system.endurance" value="{{system.endurance}}" data-dtype="Number"/>
</li>
{{#if quantityDone}}
{{else}}
<li class="flexrow"><label class="item-field-label-long">Quantity</label>
<input type="text" class="item-field-label-short" name="system.quantity" value="{{system.quantity}}" data-dtype="Number"/>
</li>
{{/if}}